Hi Robert,

To answer the question about the two views, i'll have to explain the problem

that made us to use the two views.

We have a terrain and an airplane... the problem is the terrain has a lot of
decals
and was giving z-fighting problems. The terrain is generated by a 3rd party
software
so we are limited in adding anykind of bias to the decals or objects causing
the
z-problem. To solve this problem we decided to render the plane in one we
and the
terrain in another. This way the near-far plane is shorter for each view
allowing us
greater z precision. The z fighting problem disappeared and we are happy,
but we never
really did find an "elegant" way of syncing the two cameras.

Perhaps there is a better solution to this problem, if so I would love to
hear it.

We talked about using slave cameras to solve the problem, don't know if this
is the way
but I was going to do some testing with it tommorow.

You last suggestion about copying all view setting is also something we have
talked about,
but again before taking that direction I wanted to hear if there was an
"elegant" way instead
of the more "hacked" way of doing it.

regards,
Peter Wraae Marino

On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Hi Peter,
>
> On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > when having a composite view I have two camera, one for each view.
> > Is there an elegant way of syncing these two cameras? so they have
> > the same fov, position, direction, and so on...
>
> What is different between the two Views?  I do wonder if a single View
> with two slave Cameras might not be more suitable.
>
> If you do have two different View's such as with two different scene
> graphs then perhaps sharing a single CameraManipulator between the two
> views might do the trick - I've never tried this though so odd things
> might happen.
>
> The other approach would be to attach a CameraManipulator to one View,
> then on each frame copy the first view's Camera settings to the second
> View.   You'd need to break the viewer.frame() up into it's parts so
> you could do the sync just before the call to renderingTraversals().
>
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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